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THE MOUNTAIN WHO WANTED TO LIVE IN A HOUSE

Although the author may be famous in the adult literary world, this story is not a success.

A well-known New Zealand writer for adults offers children a tale about an inanimate object who wants to live like a person.

A mountain walks to town, where it meets Thomas, a white boy who stays behind when all the other people flee, and says: “I only want to live in a house.” Thomas decides that the mountain is too large for any house. There is a folkloric element to the tale, as Thomas tries in three ways to help the mountain get his wish. First he attempts to shrink the mountain with soap and water and then chips away at the stone. Finally, he decides that his father, an artist, will paint the mountain’s picture and put it in a house. He persuades the mountain that it can remain a place where people can enjoy picnicking and skiing and still live in a house with people, a Solomonic solution that may not resonate with the intended audience. The acrylic paintings, mostly in shades of brown and gray, are realistically rendered, except when the mountain comes to life with the craggy, anthropomorphized face of a sculpted idol. There is a surrealist, static feel to some of the paintings, and the language, no doubt aspiring as well to the folkloric, is stilted.

Although the author may be famous in the adult literary world, this story is not a success. (Picture book. 5-7)

Pub Date: April 1, 2016

ISBN: 978-1-76036-002-3

Page Count: 32

Publisher: Starfish Bay

Review Posted Online: Feb. 1, 2016

Kirkus Reviews Issue: Feb. 15, 2016

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HOW TO CATCH A REINDEER

These reindeer games are a bit tired but, given the series’ popularity, should have a large, ready-made audience.

The How to Catch A… crew try for Comet.

Having already failed to nab a Halloween witch, the Easter Bunny, a turkey, a leprechaun, the Tooth Fairy, and over a dozen other iconic trophies in previous episodes of this bestselling series, one would think the racially diverse gaggle of children in Elkerton’s moonlit, wintry scenes would be flagging…but no, here they lay out snares ranging from a loop of garland to an igloo baited with reindeer moss to an enticing candy cane maze, all in hopes of snagging one of Santa’s reindeer while he’s busy delivering presents. Infused with pop culture–based Christmas cheer (“Now I’ve already seen the shelf with the elf”), Comet prances past the traps until it’s time to gather up the kids, most of whom look terrified, for a group snapshot with the other reindeer and then climb back into harness: “This was a great stop but a few million to go / Christmas Eve must continue with style!” Though festive, the verse feels trite and unlikely to entice youngsters. A sprinkling of “True Facts About Reindeer” (“They live in the tundra, where they have friends like the arctic bunny”) wrap up this celebration of the predatory spirit. (This book was reviewed digitally.)

These reindeer games are a bit tired but, given the series’ popularity, should have a large, ready-made audience. (Picture book. 5-7)

Pub Date: Oct. 4, 2022

ISBN: 9781728276137

Page Count: 40

Publisher: Sourcebooks Wonderland

Review Posted Online: Dec. 12, 2022

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GAME OVER, SUPER RABBIT BOY!

From the Press Start! series , Vol. 1

A strong series start.

In a video game, a superpowered rabbit must rescue a singing dog that brings everyone happiness.

In the frame story, a brown-skinned human protagonist plays a video game on a handheld console evocative of the classic Nintendo Gameboy. The bulk of the book relates the game’s storyline: Animal Town is a peaceful place where everyone is delighted by Singing Dog, until the fun-hating King Viking (whose black-mustachioed, pink-skinned looks reference the Super Mario Brothers game series villain, Wario) uses his army of robots to abduct Singing Dog. To save Singing Dog—and fun—the animals send the fastest among them, Simon the Hedgehog, to get Super Rabbit Boy (who gains speed and jumping powers by eating special carrots) to save the day. The chapters take Super Rabbit Boy through video game levels, with classic, video game–style settings and enemies. Throughout the book, when the game’s player loses either a life in the game or the game entirely, the unnamed kid must choose to persevere and not give up. The storylines are differentiated by colorful art styles—cartoonish for the real world, 8-bit pixel-sprite–style for the game. The fast, repetitive plot uses basic, simple sentences and child-friendly objects of interest, such as lakes of lava, for children working on reading independence, while the nerdy in-jokes benefit adults reading with a child.

A strong series start. (Early reader. 5-7)

Pub Date: Jan. 3, 2017

ISBN: 978-1-338-03472-1

Page Count: 80

Publisher: Branches/Scholastic

Review Posted Online: Sept. 18, 2016

Kirkus Reviews Issue: Oct. 1, 2016

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